- Home
- /
- Categories
- /
- Game Dev
Game Dev
Game development and game engine tools
godot-2d-physics
by thedivergentai
"Expert patterns for Godot 2D physics including collision layers/masks, Area2D triggers, raycasting, and PhysicsDirectSpaceState2D queries. Use when implementing collision detection, trigger zones, line-of-sight systems, or manual physics queries. Trigger keywords: CollisionShape2D, CollisionPolygon2D, collision_layer, collision_mask, set_collision_layer_value, set_collision_mask_value, Area2D, body_entered, body_exited, RayCast2D, force_raycast_update, PhysicsPointQueryParameters2D, PhysicsShapeQueryParameters2D, direct_space_state, move_and_collide, move_and_slide."
graphics-api-hooking
by gmh5225
Guide for graphics API hooking and rendering techniques for DirectX, OpenGL, and Vulkan. Use this skill when working with graphics hooks, overlay rendering, shader manipulation, or game rendering pipeline analysis.
anti-cheat-systems
by gmh5225
Guide for understanding anti-cheat systems and bypass techniques. Use this skill when researching game protection systems (EAC, BattlEye, Vanguard), anti-cheat architecture, detection methods, or bypass strategies.
dma-attack-techniques
by gmh5225
Guide for Direct Memory Access (DMA) attack techniques using FPGA hardware. Use this skill when researching PCIe DMA attacks, pcileech, FPGA firmware development, or hardware-based memory access for game security research.
p5js
by NousResearch
"Production pipeline for interactive and generative visual art using p5.js. Creates browser-based sketches, generative art, data visualizations, interactive experiences, 3D scenes, audio-reactive visuals, and motion graphics — exported as HTML, PNG, GIF, MP4, or SVG. Covers: 2D/3D rendering, noise and particle systems, flow fields, shaders (GLSL), pixel manipulation, kinetic typography, WebGL scenes, audio analysis, mouse/keyboard interaction, and headless high-res export. Use when users request: p5.js sketches, creative coding, generative art, interactive visualizations, canvas animations, browser-based visual art, data viz, shader effects, or any p5.js project."
pokemon-player
by NousResearch
Play Pokemon games autonomously via headless emulation. Starts a game server, reads structured game state from RAM, makes strategic decisions, and sends button inputs — all from the terminal.
uloop-get-menu-items
by hatayama
"Retrieve Unity MenuItems via uloop CLI. Use when you need to: (1) Discover available menu commands in Unity Editor, (2) Find menu paths for automation, (3) Prepare for executing menu items programmatically."
godot-genre-rts
by thedivergentai
"Expert blueprint for real-time strategy games including unit selection (drag box, shift-add), command systems (move, attack, gather), pathfinding (NavigationAgent2D with RVO avoidance), fog of war (SubViewport mask shader), resource economy (gather/build loop), and AI opponents (behavior trees, utility AI). Use for base-building RTS or tactical combat games. Trigger keywords: RTS, unit_selection, command_system, fog_of_war, pathfinding_RVO, resource_economy, command_queue."
reverse-engineering-tools
by gmh5225
Guide for reverse engineering tools and techniques used in game security research. Use this skill when working with debuggers, disassemblers, memory analysis tools, binary analysis, or decompilers for game security research.
godot-genre-shooter
by thedivergentai
"Expert blueprint for FPS/TPS shooter games (Call of Duty, Counter-Strike, Apex Legends, Fortnite) covering weapon systems, recoil patterns, hitscan vs projectile, aim assist, multiplayer prediction, and gunplay feel. Use when building competitive shooters, battle royales, or tactical FPS games requiring responsive combat. Keywords hitscan, recoil pattern, aim assist, client prediction, weapon archetype, projectile physics, hit registration."
godot-debugging-profiling
by thedivergentai
"Expert debugging workflows including print debugging (push_warning, push_error, assert), breakpoints (conditional breakpoints), Godot Debugger (stack trace, variables, remote debug), profiler (time profiler, memory monitor), error handling patterns, and performance optimization. Use for bug fixing, performance tuning, or development diagnostics. Trigger keywords: breakpoint, print_debug, push_error, assert, profiler, remote_debug, memory_leak, orphan_nodes, Performance.get_monitor."
mobile-security
by gmh5225
Guide for mobile game security on Android and iOS platforms. Use this skill when working with Android/iOS reverse engineering, mobile game hacking, APK analysis, root/jailbreak detection bypass, or mobile anti-cheat systems.
godot-composition-apps
by thedivergentai
"Expert architectural standards for building scalable Godot applications (Apps, Tools, UI, or Games) using the Composition pattern. Use when designing node structures, refactoring monolithic scripts, or implementing complex behaviors. Enforces \"Has-A\" relationships over \"Is-A\" inheritance."
godot-genre-roguelike
by thedivergentai
"Expert blueprint for roguelikes including procedural generation (Walker method, BSP rooms), permadeath with meta-progression (unlock persistence), run state vs meta state separation, seeded RNG (shareable runs), loot/relic systems (hook-based modifiers), and difficulty scaling (floor-based progression). Use for dungeon crawlers, action roguelikes, or roguelites. Trigger keywords: roguelike, procedural_generation, permadeath, meta_progression, seeded_RNG, relic_system, run_state."
godot-genre-stealth
by thedivergentai
"Expert blueprint for stealth games (Splinter Cell, Hitman, Dishonored, Thief) covering AI detection systems, vision cones, sound propagation, alert states, light/shadow mechanics, and systemic design. Use when building stealth-action, tactical infiltration, or immersive sim games requiring enemy awareness systems. Keywords vision cone, detection, alert state, sound propagation, light level, systemic AI, gradual detection."
godot-combat-system
by thedivergentai
"Expert patterns for combat systems including hitbox/hurtbox architecture, damage calculation (DamageData class), health components, combat state machines, combo systems, ability cooldowns, and damage popups. Use for action games, RPGs, or fighting games. Trigger keywords: Hitbox, Hurtbox, DamageData, HealthComponent, combat_state, combo_system, ability_cooldown, invincibility_frames, damage_popup."
godot-genre-romance
by thedivergentai
"Expert blueprint for romance games and dating sims (Tokimeki Memorial, Monster Prom, Persona social links) focusing on affection systems, multi-stat relationships, dated events, and route branching. Use when building relationship-centric games, social simulations, or otome games. Keywords romance, dating sim, affection system, relationship stats, date events, character routes, love interest."
godot-genre-fighting
by thedivergentai
"Expert blueprint for fighting games including frame data (startup/active/recovery frames, advantage on hit/block), hitbox/hurtbox systems, input buffering (5-10 frames), motion input detection (QCF, DP), combo systems (damage scaling, cancel hierarchy), character states (idle/attacking/hitstun/blockstun), and rollback netcode. Based on FGC competitive design. Trigger keywords: fighting_game, frame_data, hitbox_hurtbox, input_buffer, motion_inputs, combo_system, rollback_netcode, cancel_system, advantage_frames."
godot-genre-metroidvania
by thedivergentai
"Expert blueprint for Metroidvanias including ability-gated exploration (locks/keys), interconnected world design (backtracking with shortcuts), persistent state tracking (collectibles, boss defeats), room transitions (seamless loading), map systems (grid-based revelation), and ability versatility (combat + traversal). Use for exploration platformers or action-adventure games. Trigger keywords: metroidvania, ability_gating, interconnected_world, backtracking, map_system, persistent_state, room_transition, soft_locks."
godot-genre-puzzle
by thedivergentai
"Expert blueprint for puzzle games including undo systems (Command pattern for state reversal), grid-based logic (Sokoban-style mechanics), non-verbal tutorials (teach through level design), win condition checking, state management, and visual feedback (instant confirmation of valid moves). Use for logic puzzles, physics puzzles, or match-3 games. Trigger keywords: puzzle_game, undo_system, command_pattern, grid_logic, non_verbal_tutorial, state_management."
godot-composition
by thedivergentai
"Expert architectural standards for building scalable Godot GAMES (RPGs, Platformers, Shooters) using the Composition pattern (Entity-Component). Use when designing player controllers, NPCs, enemies, weapons, or complex gameplay systems. Enforces \"Has-A\" relationships for game entities. Trigger keywords: Entity-Component, ECS, Gameplay, Actors, NPCs, Enemies, Weapons, Hitboxes, Game Loop, Level Design."
godot-genre-simulation
by thedivergentai
"Expert blueprint for simulation and tycoon games (SimCity, RollerCoaster Tycoon, Factorio, Two Point Hospital) covering economy management, time progression, interconnected systems, NPC simulation, and feedback loops. Use when building management sims, tycoon games, city builders, or resource optimization games. Keywords tycoon, economy system, resource management, time scale, feedback loop, progression unlock, simulation tick."
godot-ability-system
by thedivergentai
"Expert patterns for RPG/action ability systems including cooldown strategies, combo systems, ability chaining, skill trees with prerequisites, upgrade paths, and resource management. Use when implementing unlockable abilities, character progression, or complex skill systems. Trigger keywords: PlayerAbility, AbilityManager, cooldown, SkillTree, SkillNode, prerequisites, can_use, execute, ComboSystem, ability_chain, global_cooldown, charge_system, upgrade_path."
godot-genre-racing
by thedivergentai
"Expert blueprint for racing games including vehicle physics (VehicleBody3D, suspension, friction), checkpoint systems (prevent shortcuts), rubber-banding AI (keep races competitive), drifting mechanics (reduce friction, boost on exit), camera feel (FOV increase with speed, motion blur), and UI (speedometer, lap timer, minimap). Use for arcade racers, kart racing, or realistic sims. Trigger keywords: racing_game, vehicle_physics, checkpoint_system, rubber_banding, drifting_mechanics, camera_feel."